Table of Contents

Class PhysicsRayQueryParameters3D

Provides parameters for PhysicsDirectSpaceState3D.intersect_ray.

Inheritance
PhysicsRayQueryParameters3D

Remarks

By changing various properties of this object, such as the ray position, you can configure the parameters for PhysicsDirectSpaceState3D.intersect_ray.

Properties

collide_with_areas

If true, the query will take Area3Ds into account.

var collide_with_areas : bool = false

Property Value

bool

Remarks

  • void set_collide_with_areas(bool value)
  • bool is_collide_with_areas_enabled

collide_with_bodies

If true, the query will take PhysicsBody3Ds into account.

var collide_with_bodies : bool = true

Property Value

bool

Remarks

  • void set_collide_with_bodies(bool value)
  • bool is_collide_with_bodies_enabled

collision_mask

The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See Collision layers and masks in the documentation for more information.

var collision_mask : int = 4294967295

Property Value

int

Remarks

  • void set_collision_mask(int value)
  • int get_collision_mask

exclude

The list of object RIDs that will be excluded from collisions. Use get_rid to get the RID associated with a CollisionObject3D-derived node.

Note: The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again.

var exclude : RID[] = []

Property Value

RID[]

Remarks

from

The starting point of the ray being queried for, in global coordinates.

var from : Vector3 = Vector3(0, 0, 0)

Property Value

Vector3

Remarks

hit_back_faces

If true, the query will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.

var hit_back_faces : bool = true

Property Value

bool

Remarks

  • void set_hit_back_faces(bool value)
  • bool is_hit_back_faces_enabled

hit_from_inside

If true, the query will detect a hit when starting inside shapes. In this case the collision normal will be Vector3(0, 0, 0). Does not affect concave polygon shapes or heightmap shapes.

var hit_from_inside : bool = false

Property Value

bool

Remarks

  • void set_hit_from_inside(bool value)
  • bool is_hit_from_inside_enabled

to

The ending point of the ray being queried for, in global coordinates.

var to : Vector3 = Vector3(0, 0, 0)

Property Value

Vector3

Remarks

Methods

create(Vector3, Vector3, int, RID[])

Qualifiers: static

Returns a new, pre-configured PhysicsRayQueryParameters3D object. Use it to quickly create query parameters using the most common options.

var query = PhysicsRayQueryParameters3D.create(position, position + Vector3(0, -10, 0))
var collision = get_world_3d().direct_space_state.intersect_ray(query)

PhysicsRayQueryParameters3D create(Vector3 from, Vector3 to, int collision_mask, RID[] exclude)

Parameters

from Vector3
to Vector3
collision_mask int
exclude RID[]